Divinity: Original Sin 2

Divinity: Original Sin 2

Roguelike Arena
329 Comments
Bonesnake  [author] 25 Jul @ 11:14pm 
Happy to hear you solved it! And yeah, changing that will only apply to new games, so your solution is actually quite decent to make it work immediately. Who knows, maybe this is the start of your DOS2 modding adventure :D
smallway 25 Jul @ 10:45pm 
Solved it finally!! I not just changed the DB_RoguelikeArena_Singleton_MaxLevel(20), but also changed the IntegerMin(_NextLevel, 20, _NextLevelCorrected) in RoguelikeArena_Progression to keep enemies stay at level 20, then add a rule says _NextLevel <= 20 in RoguelikeArena_LevelUpHandler to prevent forced leveled to 21, this is the reason that caused game frozen since the level cap is 20 and forced leveled to 21. Anyway, it does take me a lot since I never mod DOS2 and it shows how much I like your mod XD
smallway 25 Jul @ 8:15pm 
I used the wrong engine, I used classic and now the story editor with DB_RoguelikeArena_Singleton_MaxLevel(20) change can be built properly, but enemy seem still level up to 21, I will try more, maybe a new game to see if it works.
smallway 25 Jul @ 2:28pm 
I can't build it, even just open the story editor, change nothing and press build, error still shows, it says there are something wrong with other script lines, something like Osiris fact RemoveSurfaceLayer does not start with "DB_" etc., only Generate Definitions is fine, but still, enemy level up to 21, can't make it.
Bonesnake  [author] 25 Jul @ 1:28pm 
Yes, you should build the story, otherwise your changes won't apply. If you're not sure how to fix the error, take a look here: https://docs.larian.game/Story_editor . If you're doing it correctly and it still gives errors, you may need to create your own mod that uses this one as dependency, and make your changes there. There's info about that here: https://docs.larian.game/Modding_internals .
smallway 25 Jul @ 1:21pm 
I edit it in story editor, but enemy still level up to 21, should I build it in story editor? it shows error and fail to build every time, can't get any luck.
Bonesnake  [author] 25 Jul @ 11:26am 
Open the story editor once you've loaded the project and find the DOS2ModWrapper -> Start -> RoguelikeArena -> RoguelikeArena_Singletons file.
smallway 25 Jul @ 11:16am 
Just nothing happened, doesn't say anything in the console window, so I have Divinity Engine 2 downloaded, where should I look for the DB_RoguelikeArena_Singleton_MaxLevel(35) variable =)
Bonesnake  [author] 25 Jul @ 10:55am 
I'm not sure how the console command's exact syntax looks like, but something like that. If by not working you mean the variable is not changing, then I would guess the syntax is incorrect, but maybe it gives some errors? Or if you mean something else by not working, what exactly?
smallway 25 Jul @ 10:46am 
Thank you so much, I can use console, what should I type, I try Set DB_RoguelikeArena_Singleton_MaxLevel 20, but it seems not working
Bonesnake  [author] 25 Jul @ 10:11am 
This mod uses an internal variable for setting the max level, so it probably conflicts with your mod. There's no built-in way to change it, but if you can change the DB_RoguelikeArena_Singleton_MaxLevel(35) variable to your desired level (e.g. 20) via a console or the Divinity Engine, it should work. If you want, I can help you with it, but there's also another arena module in the workshop that allows you specifically to try builds at level 20, so you could take a look at that if you'd rather not tinker with code.
smallway 25 Jul @ 9:33am 
I am facing a problem here, I set level cap to 20 and the game just freeze when I beat level 20 boss fight, I try to remove other mods or use different account, the same problem happens.

I remove the level cap mod, level up to 21, pass the leave or stay quest log, then I turn the level cap on again, now I can't even get into the arena, the game just freeze when I interact with the arena portal, is there any way I can just stay at level 20? that's the level I like to test my build and fine tune the party.
Bonesnake  [author] 22 Jul @ 6:13am 
Glad you're enjoying the mod, and thank you for sharing another solution for the save file issue, I'll definitely check it later! If everything works, it's by far much simpler than my solution.
smallway 22 Jul @ 6:03am 
Love your mod, so great and got broken save issues just like others. Here is an easy solution I figured out, need download the DoS-2-Savegame-Editor https://github.com/NovFR/DoS-2-Savegame-Editor

Open the broken file in the editor, click Advanced >> show metadatas' tree, pop tree window, then press F3 or right click to search value, find DivinityOrigins_1301db3d-1f54-4e98-9be5-5094030916e4 and replace it to RoguelikeArena_a5f5bd15-a925-4d90-9604-d7df6921fc79, very easy, hope this is helpful
Bonesnake  [author] 10 Jun @ 4:30pm 
Yes, that should be it. When you copy and overwrite that part, you should see that the majority of files do not include the correct list of mods, so that's what you're fixing. But even if that was the problem, the game should recognize the file and simply fail to load it.
Sucram 10 Jun @ 1:36pm 
Hmm... I re-extracted the save to make sure the names and files are correct, and it looks like they are.

I'm starting to think there might be a problem when copying the mods dependency list...

Just to be sure, we should copy between the part of:

<node id="Mods">

until the last mod or until

</node> just below the last mod in the list, right?

Or am i confusing and we need to copy from a different area/part?
Bonesnake  [author] 10 Jun @ 11:47am 
1. For me, the Zlib Optimal compression is selected, but I don't think that matters. The other options are the same.

2. That sounds right.

3. That doesn't matter, it should work regardless.

Since the issue isn't some error when trying to load the save but that it doesn't appear at all, what's likely is that the package (LSV file) is either missing some critical files (could be because of incorrect source path configuration or accidentally moving around files), or the new save file is not recognized because it's misplaced/incorrectly named.

I recommend to move the broken (original) save file (only the LSV) to a different folder, then do the fixing and packaging there. Ensure that the new, fixed file has the same name as the original one and that it's placed where the original file was initially. You can also compare file sizes (if the new file is smaller than the old, that could indicate a problem, but if it's larger, then it's less likely that there are files missing).
Sucram 10 Jun @ 11:27am 
Yes, I created the file using the "create package" option, selected the folder where I extracted and modified the files using the "source path" option, and created the LSV file in another folder using the "Package path" option, but as I said previously, when I open the game the save does not appear in the list so it can be loaded...

Could it have been because:

1- I didn't change anything in the "version (V13 Divinity EE 2...) and compression (LZ4 HC - priority 0)" part, I left them with the default options.

2- Maybe I got the "mod dependency list" from the wrong place (sys_character_creation_a - inside the "SaveArchive/Level cache" folder created when extracting the LSV file)?

3- And also, should I leave the LSX files after converting them back to LSF and then create the LSV file (with both) or should I delete the LSX (what i did) files that remain, even after converting them to LSF?
Bonesnake  [author] 10 Jun @ 2:19am 
There's an LSV tool where you can create a package. If you're stuck and need some assistance, feel free to hit me up. :)
Sucram 9 Jun @ 2:40pm 
Yes, I converted the LSX files back to LSF, but I don't know how to convert them back to LSV...

I tried, but I think I did something wrong, because when I open the game, the save doesn't appear in the list to be loaded.
Bonesnake  [author] 9 Jun @ 2:23pm 
Hi! If you're referring to the last 2 steps, you first need to convert the LSX files back to their original format, and then create an LSV package from the updated files.
Sucram 9 Jun @ 1:27pm 
Hey, I have that problem with the save files. I converted the save files to LSX using LSlib and edited the mods lists as instructed. But how do I convert the files back to LSV?

*Assuming the steps I did above are correct...*
Bonesnake  [author] 28 May @ 2:22pm 
No worries, happy to hear it's working now!
XenoVoid 28 May @ 2:09pm 
thanks for the response. It wasn't your mod yeah. Like I said I have no idea what was going on but it is fixed now.
Bonesnake  [author] 28 May @ 2:08pm 
Campaign modules don't affect each other directly (i.e. files from this mod are only loaded when you load into Roguelike Arena), so the issue you're describing is likely related to another mod or a file corruption. I suggest you to verify the integrity of game files via Steam or try to find out what mod could be causing the issue if you're using any. If, for some reason, the other solutions don't fix the problem and the mod got corrupted, ensure the mod is deleted from the Mods folder, as that's where it gets installed.
XenoVoid 28 May @ 2:07pm 
Okay, so, long story short, I'm stupid and this mod wasn't the problem. I think. I... genuinely don't know what was causing issues, though.
XenoVoid 28 May @ 1:11pm 
okay, bit more information:
The message it gives me is: "We were unable to create a working story. Your add on setup might be invalid. The game will continue with the story from the main adventure"
It shows this message both when loading into the main div2 campaign and when loading into the roguelike arena. It WILL load into whichever mode I selected, regardless of the message.

I've tried to restart my PC, mod is still here XD
XenoVoid 28 May @ 12:54pm 
uhm, help?
I subscribed to the mod, but I can't disable it. It causes weird issues when loading into a normal campaign (says something about not being able to load the adventure, and starting the normal campaign. When it starts the normal campaign i spawn with 4 characters under my control, for some reason?). I've literally unsubscribed from the mod but its still active. I've restarted my game and it's still active
†Keltorian† 22 May @ 8:54am 
Oh, thank you! I didn't know you could do that through "arena mode". I'll try it.
Bonesnake  [author] 22 May @ 8:50am 
Hey there! Of course, you have to enable arena mode for each participant (SetArena PROC I think, but check the wiki).
†Keltorian† 22 May @ 8:04am 
hi! Cool mod! Can you tell me how you removed the "escape button" from the interface?
I want to add this feature to my mod
Revoltad0 ☑ 18 May @ 6:14pm 
I'm facing the same problem with the save not loading and the server closing as in the previous comment, other than that, the mod is very good and fun.
Bonesnake  [author] 14 May @ 9:52am 
Thanks! That issue is unfortunately very common, but there's a pinned discussion about it here on the mod's page, so you can check that for info about avoiding or fixing it.
Cambleir 14 May @ 9:09am 
First of all, incredible mod! Congrats!

I'm playing it on singleplayer and for some reason I've saved the game yesterday and now when I press continue it returns me "Server shutting down"...

I can't load that save anymore, why this occurs and how to avoid it?
Bonesnake  [author] 13 May @ 11:56pm 
The mod needs to know about the existence of skillbooks to drop them, so if they don't already appear (i.e. they're not included in the common treasure tables), the only way to get them is either by creating a compatibility patch, or using a "cheat" mod (if it exists) or a 3rd party tool to add skillbooks directly.
ChoomfieNova 13 May @ 10:23pm 
Is there any way to force merchants from other mods to spawn in? I'd like to be able to use some of the modded classes I have in this but have no way to get their skillbooks currently.
Juhamed 6 May @ 2:52pm 
incredibly cool and high-quality mod 12/10:frogzone:
I would like 1-2 more arenas, but otherwise everything is perfect:cupup:
Anthaldin 2 May @ 5:29am 
Best mod ever. I will give you money if we have new maps and enemies, could be incredible.
Bonesnake  [author] 21 Apr @ 9:51pm 
I'll take a look at these, thanks for the reports.
Pyroshrimp 21 Apr @ 8:16pm 
I have a lvl 21 necro im doing, Love it so far. Im killing everything and it's not even close, only complaint is no one is selling any rune frames of power. I only have 50ish int and it sucks.
eon714 21 Apr @ 6:52pm 
One more potential bug, one character in my party died during a fight before level 4. When the party leveled up everyone got their second source point, save for the character who died. Potentially being dead or getting resurrected caused him to miss the flag for it I'm not sure. I'm going to roll it back and try to win without deaths.

Additional notes: This was a destroy the spirit chickens fight, he was dead when the last chicken was purged by source vampirism. All living characters gained their second source point on level up to 4.

The previous level-up fight to 3 had 3 fatalities, it was a survive event, no apparent issues were experienced.
Bonesnake  [author] 20 Apr @ 8:10pm 
Player characters should have a buff with a star icon that explains the rules. If this is not the case or the fight truly never ends, there's likely a mod incompatibility issue or a game-breaking bug. Let me know if either of these is happening and I'll investigate it.
eon714 20 Apr @ 4:37pm 
Quick question, is there any information on what the modifiers are and how they work? I have just gotten my first "Undying" modified fight and i cant figure out how this isn't just a instant soft-lock because the tool-tip just explains enemies re-spawn ad infinitum.
Do i have to get a full team wide execute in one hit (extreamly demanding compared to other mods)?
Bonesnake  [author] 10 Apr @ 12:36am 
Yeah, I agree! Thanks for the feedback.
Shao 9 Apr @ 2:47pm 
Thanks! I thought I was going crazy. It's good to know that things will be fixed in the future. Love your mod, keep hard at it!

It would be wise if possible to keep as much variety as possible in the shop for mods like Crafting Overhaul, seeing that the general store sold soap randomly gave me hope that not only your mod makes the game feel fresh, but also adds an rng element to the most random items one person could need.
Bonesnake  [author] 9 Apr @ 1:03pm 
I think you're right: I've checked the treasure tables and the game categorizes the Long Branch as junk for some reason, so it won't even drop as part of the ingredients table. I'll probably include junks in the general trader's inventory in the next update, but until then you might randomly find Long Branches in arena reward chests, rank 1 (weak) enemies, and the Chest of Fortune. There is also a small chance to find them within the containers found inside the lobby, so you might want to check them as well.
Shao 8 Apr @ 4:44pm 
I tested with different saves with and without mods, I am either very unlucky or it could be possibly missing. Seen a lot of items on repeat such as Short Sticks I'd assume Long Branches would be just as common as those since they are a very inexpensive ingredient.
Shao 8 Apr @ 2:02pm 
I've re-rerolled a couple of times! No dice, are the drops pre-defined at creation of the game by chance? So that re-loading doesn't help it?
Bonesnake  [author] 7 Apr @ 9:53pm 
It should drop, unless it's missing from the related treasure tables for some reason. Are you sure it never drops, or it's possible you just didn't encounter it yet? These tables contain tons of items, so finding a specific item might be hard, even if you reroll them several times.
Shao 7 Apr @ 8:59pm 
Is there a reason why the general store cannot drop long branches? It would be nice to have 'em for the crafting overhaul mod.